Пример #1
0
 public void destructableTerrainCollision(DestructableTerrain terrain)
 {
     if(terrain.getCollidingPixal(position, radius).Count > 4){
         terrain.damage(position, 3, GameLibrary.Global.Graphics.airColor);
         alive = false;
     }
 }
Пример #2
0
 public void destructableTerrainCollision(DestructableTerrain terrain)
 {
     if (terrain.getCollidingPixal(position, radius).Count > 4)
     {
         terrain.damage(position, 3, GameLibrary.Global.Graphics.airColor);
         alive = false;
     }
 }
Пример #3
0
        public void customUser()
        {
            if (MOUSE.RightClicked)
            {
                explosions.Add(new Explosion(camera.mouseWC, 10, fireballs));
            }

            if (KEYBOARD.KeyDown(Keys.I))
            {
                DestructableTerrain d = new DestructableTerrain(camera.mouseWC, Graphics.CreateTexture2D(50, 50, Color.Black, Color.Black));
                environment.Add(d);
                environment.partitionObject(d);
            }
        }
Пример #4
0
        public DemoLevel() : base()
        {
            initialiseTeams();
            gun           = new GenericGun(Vector2.Zero, new Animation(Res.pistol));
            player        = createGeneric(Vector2.Zero, blueTeam, Color.Blue);
            player.weapon = gun;
            blueTeam.characters.Add(player);
            genericObjects.Add(gun);
            spawnCharacters(10);
            spawnDestructableEnvironment(10, 100, 100);
            // spawnSolidEnvironment(10, 200, 200);
            spawnBackground(10);
            gun.muzzleVelocity = 10;

            DestructableTerrain test = new DestructableTerrain(new Vector2(10, 0), Graphics.dictionary[Res.crate]);
            List <Vector2>      list = test.getVectorCollisions(new Vector2(10, 5), 1);
        }
Пример #5
0
        public DemoLevel()
            : base()
        {
            initialiseTeams();
            gun = new GenericGun(Vector2.Zero, new Animation(Res.pistol));
            player = createGeneric(Vector2.Zero, blueTeam, Color.Blue);
            player.weapon = gun;
            blueTeam.characters.Add(player);
            genericObjects.Add(gun);
            spawnCharacters(10);
            spawnDestructableEnvironment(10, 100, 100);
               // spawnSolidEnvironment(10, 200, 200);
            spawnBackground(10);
            gun.muzzleVelocity = 10;

            DestructableTerrain test = new DestructableTerrain(new Vector2(10, 0), Graphics.dictionary[Res.crate]);
            List<Vector2> list = test.getVectorCollisions(new Vector2(10, 5), 1);
        }
Пример #6
0
        public void destructableTerrainCollision(DestructableTerrain terrain)
        {
            List<Vector2> collisions = terrain.getVectorCollisions(position, (int)radius);

            if (collisions.Count < 10)
            {
                return;
            }

            for (int i = 0; i < collisions.Count; i++)
            {
                float distance = Vector2.Distance(collisions[i], position);

                if (distance < radius)
                {
                    float difference = radius - distance;
                    Vector2 relative = collisions[i] - position;
                    float perc = 1 - difference / radius;
                    Vector2 correct = new Vector2(relative.X * perc, relative.Y * perc);
                    position -= correct;
                }
            }
        }
Пример #7
0
        public void customUser()
        {
            if (MOUSE.RightClicked)
            {
                explosions.Add(new Explosion(camera.mouseWC, 10, fireballs));
            }

            if (KEYBOARD.KeyDown(Keys.I))
            {
                DestructableTerrain d = new DestructableTerrain(camera.mouseWC, Graphics.CreateTexture2D(50, 50, Color.Black, Color.Black));
                environment.Add(d);
                environment.partitionObject(d);
            }
        }
Пример #8
0
 public void destructableTerrainCollision(DestructableTerrain terrain)
 {
     explode();
 }
Пример #9
0
 public void destructableTerrainCollision(DestructableTerrain terrain)
 {
     explode();
 }